ActionScript 3.0 :: Apply OnComplete To GTween(gskinner)?
Aug 6, 2009
I am trying to add an onComplete with staticRate to the (gskinners) GTween in an attempt to Optimization the SWF Framerate similar to what Lee Brimelow has done in the following project (url...) . [code]....
I am trying to add an onComplete with staticRate to the (gskinners) GTween in an attempt to Optimization the SWF Framerate similar to what Lee Brimelow has done in the following project [URL] . My action script is below.
public function staticRate():void{stage.frameRate=5;} public function animationRate():void {stage.frameRate=30;} private function onClick(e:MouseEvent):void {trace("BUTTON: SINGLE
i am using the gtween erley beta in my project, and i loved the multiTween class that could take an target array and tween all the targets, but now i updated to the latest release, and now the function seams to be gone?
Some one know if this is coreckt ? And are there an anouther tweening lib out there that can do the same?
I don't know How to install GTween on Flash CS3? First I put the swc file ProgramFiles/Adobe/Adobe FlashCS3/en/Configuration/Components/ Then open the flash cs3 and checked component panel. In that GTween component not showing. Why? How to install GTween on Flash CS3?
I've been working on a project for a little while now, and only yesterday did it start acting up. I added a bunch of new classes, and then two new functions and a few variables in the document class and then tested it only to find that it didn't work. I put a trace statement at the very beginning of the class: nothing. I commented out the two functions: nothing. I commented out the variables, and this time it worked. So I uncommented the functions: stopped working. I decided to check through the variables to see which ones would work, if any. One of them, a GTween instance, did work.
This is in a custom classpath: com.gskinner.motion.GTween. I tried other variables: only a few of my custom classes work (also in the same com folder, but a different path obviously), a few classes from the bit101 path work, but not all of them. The compiler doesn't throw any errors, and output doesn't show anything. It just comes up with my background and that's it. I neglected to mention that it wouldn't even work with some of the classes in the current directory. Some of them were fine. Now, however, it works with those classes that didn't before, but GTween is a problem instead.
//width variable var widthSize:Number; var heightSize:Number var TIMER_DELAY:Timer = new Timer(3000, 1); // 8 second delay TIMER_DELAY.addEventListener(TimerEvent.TIMER, EXMove); wedding_mc.alpha = 0
[Code]...
The way I have it with wedding(); does not work exactly like I wanted. So, how do I use onComplete to execute wedding() function after the EXMove is done? Second, my wedding_mc's width and height are linked, so, why can't I just tween only Width or Height instead of both?
I'm trying to use URLRequestMethod.GET to get some xml from our website.In ie7 the onComplete never fires so it gets stuck but it works great in every other browser. I know that to fix a similar problem with preloaders you change the onComplete to a ProgressEvent and check to see if bytesLoaded == bytesTotal.This doesn't seem to work for URLRequestMethod.GET because when bytesLoaded = bytesTotal it doesn't mean that you have your data. Is there another way to check to see when the data is finished?
if I assign an onComplete function in a TweenLite.to() call.. I can't seem to figure out how to remove the onComplete function of that tween incase I don't want it to be called for some reason..
ok so i have a prev and next buttons .. and want to have it so that i can cycle through my slides (right now they overlap each other).. well with each it assigns the onComplete for that current_slide..
what i want to do is make it so that if there is a new tween for a new slide that the old current_slide doesn't call the onComplete..
so i store the old current_slide as previous_slide and then I tried to cancel the onComplete like you do other properties with killTweensOf()
i think its cause this is only supposed to remove tweenable properties and not callback functions.. but there doesn't seem to be able to prematurely remove a onComplete function.
I'm trying to get onComplete (frame 5 in this case) to skip to a given frame after a series of animations. Here is what i have written so far. Shouldn't this work?
I have an onEnterFrame function, and when the clip goes passed a certain x value, it tweens alpha to 0, and then on complete, it removes its listener and is removed from the stage ... here's the loop :::
for occasional tweens, such as those triggered/added by a button, is it a best-practice to remove the tween - Tweener.removeTweens(myObject); - or does Tweener automatically do this when the tween finishes? i understand tweens automatically overwrite themselves, so perhaps it's not useful (not encouraged) to remove occasional tweens, but what about infrequent tweens? if Tweener doesn't automatically remove tweens when its finished with them, wouldn't the objects that Tweener is referencing not be able to be garbage collected if removed?
i am uploading a file using AS FileReference + php. Well i have my php checking the folder it is uploading the file to, to see if that file name exists. If it does it renames the file before writing it.
Is there a way to retrieve a the new file name from the php. i could find certain examples of retrieving the vars with sendAndLoad(), but not with the FileReference. Is this possible?
how to get the php to echo i just need to know how to get flash to get the echoed data.
Wondering if anyone has an incite on this. I have a basic Shell class that I'm using to load in all of my assets including two xml files and one css file. Currently I'm using a single URLLoader to load in the three external files. Through testing (Using FDT Pure in Eclipse 3.3.3, publishing using 'FDT AS3 Application') I'm running into an interesting issue.Basically the first file that I try and load, regardless which xml file or css file, my onComplete doesn't seem to be getting called. But everything runs gravy if I insert this line before beginning my loading:
ActionScript Code: this._urlLoader.load(new URLRequest("")); Here's some more of the code:
This is my first post and my first day even touching actionscript beyond the typical behaviors such as buttons or loading an external movie. I trying to learn tween via AS. Fuse first and then Tweener. I'm not sure which is easier to learn, but neither have a 'dummies' book and constructors, events, objects and hoot-nanny just confuse me.
I have a series of tweens using Fuse and at the end I want it to go to frame three, but not before. See below:
I created a function with input variables, so I don't have to repeat this function X amount of times. But within the function is a TweenLite call and that call has an onComplete. This onComplete somehow doesn't understand what the variables filled in in my function represent.
EDIT:I think I can make this a bit more clear when I explain what this is supposed to do:This menu can reach it's end via different routes. So the user can choose Path A or B, but what I'm trying to set up here is. If A is on stage, A should be removed first before B is placed and vice versa. And because this happens for about 4-5 times I wanted to shorten the code by using something like this.
I have event listeners for when an image is loading and for when loading is complete.
Both of them fire--I've used traces to confirm that.
But I can't get the text field that says "Loading..." to disappear once the image has loaded. I've tried making the text field invisible, making the text equal nothing, and removing it as a child. Nothing is working. Maybe I am not manipulating the text field properly?
After I finish a tween, I would like to change my variables, then only my mouse movement would have start to run some functions, but it seems like the onComplete function fired immediately messing all the things out. Isnt't that onComplete function will only run after an action is done? Any other way to like after running the Tween.to line of code, only it will ran the 2nd line changing a variable?
stage.addEventListener(MouseEvent.MOUSE_MOVE, movevC); public static function showSection(obj:DisplayObject):void {; var sect2X=((obj.stage.stageWidth/2)+(obj.stage.stageWidth/4))+lg.width; var sect2Y=((obj.stage.stageHeight/2)-(obj.stage.stageHeight/4))+lg.height; switch (obj.name) { [Code] .....
flash is not my area of expertise, but I've inherited a task that deals with AS2 Basically, I have a flash document (a loader?) with the following AS 2.0 code:
[Code]...
Basically, the idea is after the movie finishes playing, you should get redirected to a new page. The problem is that sometimes the page redirects immediately (before the movie is played). The movies are being served up from a media server and this seems to happen more consistently with newly uploaded movies. Sometimes it takes several attempts to actually play the movie all the way through, but over time, the movies generally start to play problem-free.
import caurina.transitions.Tweener; class Scanner extends MovieClip { public var Scanner00_mc:MovieClip; public var Scanner01_mc:MovieClip;
[Code].....
Makes sense as for the sequence, what doesn't make sense is why Tweener fail to loop back to the "fade" function ? They are suppose to be calling each other in an astable/blinking manner.
I suspect it's a scope problem but I don't know how to fix this, it seems AS2 Class doesn't know that there is a fade function within itself after the second Tweener call.
I am building a flash site in AS3 using AMFPHP. I could really use some help in the Event department...The structure of the site is as follows:
Documentclass, adds PageConveyer (which holds all Pages) - adds addEventListener( Event.COMPLETE, onPageConveyerComplete ), onPageConveyerComplete: - startAnimation (loop through pages and components in arrays to animate into screen)[code].....
The problem lies in the Event listeners.I want to make sure everything (pages/components) is loaded before I start animating. My guess was that Flash listens to the underlying objects until they are done running, then fires the Event.COMPLETE event to the parent object, which in turn fires it's own COMPLETE event. These events never seem to get fired (since i traced the onComplete functions). Im lost here. How can I best listen to this many objects within objects, to know for sure whether they are finished and ready to be animated in?
I am trying to combine TweenLite with some of my own functions. Now for testing I have this: Code: function playGeb(indG):Void { if (indG < 8) { clearInterval(restartG); gebArr[indG].play(); [Code] ..... but after the arrow is in place the function hello() isn't been called. I already tried adding, onCompleteScope:this TweenLite.to(arrow_mc, 0.3 , {_x:118,_y:30,onComplete:hello , onCompleteScope:this});
i have a flash 8 movie that upload jpegs to a server side script. When hosted on an NT server, with a php script that recieves the upload, the FileReference onComplete event gets called correctly when the an image has completely uploaded using FileReference.upload. This when movie is viewed in Flash Player 8, in IE and Firefox on Windows XP and on OSX.
When the same swf is uploaded to an Apache Tomcat/5.5.12 server, with a jsp script to recieve the upload, then the problems start. The upload works ok on both PC and OSX, except that the onComplete event of the FileReference object is never called on OSX. It is essential to trap the onComplete event for the site to continue with its functionality. (If the file takes long enough to upload (more than a few fractions of a second) the the onProgress event is called while its uploading on PC and OSX.)
I am trying to figure out how to call an onComplete function without leaving the code loop (because the vars are no longer recognized with the hand-off). I thought this might work:
I am a complete beginner in Flash & Actionscript. My pet project is this: To provide a [URL] like service where people could upload single images and later anyone can view it using the generated url. So far I have gotten to upload an image using Flash and store it in a directory.
I am using the FileReference class in ActionScript 2.0.Is there a way that I can receive a response in a XML format from PHP into the onComplete method of the FileReference listener?Basically, what I want to do is upload a file and when the upload is complete, I want to receive an XML format response.